Basic Properties
基本属性
Tip: 提示:表面焦散
Enable this option to switch on surface caustics.
启用此选项以打开表面焦散线。
体积焦散线
Enable this option to switch on volume caustics.
启用此选项以打开体积焦散。
Ensure that your caustics light source is volumetric. 确保您的焦散光源是体积实力[0.100000% ]
This sets the general brightness of the caustics effect.
这设置焦散效果的总体亮度。
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步长[0.001. . + ∞ m ]
With volume caustics, photons are saved in the photon tree at regular intervals as defined by this value. For example, if the volume caustic effect is 100m long, you might set Step Size to 5m so that 20 different values are saved for each photon.
利用体积焦散线,光子按照这个值定义的规则间隔保存在光子树中。例如,如果体积焦散效果是100米长,你可以设置步长为5米,以便为每个光子节省20个不同的值。
Lowering Step Size increases the accuracy of the effect but increases the render time also. 降低步长可以增加效果的精确度,但也会增加渲染时间 A lower Step Size produces a brighter effect. This is because more values are saved in the photon tree over the same distance. 步长越小,效果越明显。这是因为在相同的距离上光子树中保存了更多的值样本半径[0.001. . + ∞ m ]
This specifies how close photons must be to one another in order to be interpolated. Higher values tend to produce better results but take longer to render.
这规定了光子之间必须有多近才能被插值。更高的值倾向于产生更好的效果,但是渲染时间更长。
If you notice individual spots or dots in the render, increase the Sample Radius. 如果你注意到渲染中单独的点或点,增加样本半径样本[1.10000]
The Samples value represents the maximum number of photons within the sample distance that will be used to calculate the volume caustics.
采样值代表在采样距离内的最大光子数,将用于计算体积焦散。
As a general rule, higher values produce a more accurate effect but add to the render time. If Samples is set too low, individual photons can be seen as small dots.
一般来说,较高的值会产生更精确的效果,但会增加渲染时间。如果样品设置得太低,单个光子就可以被看成小点。
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重新计算
第一次
With Recompute, the caustics data from a previous render can be reused to speed up rendering. This saves the time it takes to calculate the caustics effect, but keep in mind that a new calculation will be required if you make major changes to the scene such as if you move a caustics-generating light to a new position. See also Save Solution. Use the Recompute drop-down list to choose when caustics should be recalculated.
使用重新计算,焦散数据从以前的渲染可以重复使用,以加快渲染。这样可以节省计算焦散效果所需的时间,但是请记住,如果你对场景进行重大改动,比如将焦散生成灯移动到一个新的位置,将需要新的计算。另见保存解决方案。使用重新计算下拉列表来选择什么时候应该重新计算焦散。
The scene’s caustics will be calculated for the first render only; future renders will reuse the data. Each time you render, Advanced Render checks if the scene has an Illum folder. If no such folder is found, the folder is created, caustics are calculated and the caustics data is saved in the folder.
场景的焦散线只计算在第一次渲染时,将来的渲染会重复使用这些数据。每次渲染时,高级渲染检查场景是否有一个 Illum 文件夹。如果没有找到这样的文件夹,文件夹创建,焦散线计算和焦散数据保存在文件夹。
一直都是
Caustics data is always recalculated when you render. This is the default setting since it ensures a correct effect each time you render.
当你渲染时焦散数据总是重新计算。这是默认设置,因为它确保每次渲染都有正确的效果。
从来没有
Caustics are not recalculated when you render. Instead Advanced Render speeds up rendering by reusing the data in the scene’s Illum folder. If this folder is not found, an alert appears. To remedy, set Recompute to First Time or Always.
焦散不会在你渲染的时候重新计算。相反,高级渲染通过重用场景的 Illum 文件夹中的数据加快了渲染速度。如果未找到此文件夹,则会出现警告。若要补救,请将“重新计算”设置为“第一次”或“始终”。
保存解决方案
If you enable this option, the caustics data is saved in the scene’s Illum folder when you render — the folder will be created if it does not exist yet. Depending on the Recompute setting, the saved data can be reused to speed up future renders.
如果你启用这个选项,焦散数据会在渲染的时候保存在场景的 Illum 文件夹中---- 如果文件夹还不存在的话,这个文件夹就会被创建。根据重新计算设置,可以重用保存的数据以加快未来的渲染速度。
For animations: Caustics information will be saved for each frame of animation individually. Hence, a greater amount of memory will be required for longer animations.
动画: 焦散信息将被保存为每帧动画单独。因此,更长的动画需要更多的内存。
If you change the scene significantly, caustics will need to be recalculated to ensure an accurate effect (set Recompute to Always). 如果你显著改变场景,焦散将需要重新计算,以确保一个准确的效果(设置总是重新计算)单动画解决方案
If the only object that moves in your animation is the camera, there is no need to recalculate caustics for each frame. Instead, enable this option to calculate caustics just once. The caustics data will be reused for all frames, giving you the same effect in a fraction of the usual render time. In addition to saving render time, this option helps you to create flicker-free caustics animation.
如果动画中唯一移动的物体是摄像机,那么就没有必要为每一帧重新计算焦散。相反,启用这个选项来计算焦散只有一次。焦散数据将被重用于所有帧,给你同样的效果在一个分数的通常渲染时间。除了节省渲染时间,这个选项还可以帮助您创建无闪烁的焦散动画。
If the option is disabled, caustics will be recalculated for each frame.
如果选项是禁用,焦散将重新计算每帧。
Enable Single Animation Solution for camera animations only – poor results are likely if other objects are moving in the scene. 启用单动画解决方案的相机动画只-贫穷的结果是可能的,如果其他对象是在场景中移动